Chun Li is an Interpol agent on a quest for vengeance against the man who murdered her father: M. Bison. For this mission, she entered the World Warrior tournament once she learned that Bison is behind its organization, through his Shadaloo crime sindicate. Chun Li saw the opportunity to not only have her revenge but also to dismantle the evil organization and save the world from their evil intentions.

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Compared against her WW counterpart, Chun Li was heavily toned down in CE. She does less damage than the other chars and even than her old self and have less priority in some of her attacks. This and the fact that she has no Fireball move nor an efficient anti air attack makes her a low tier for most of the match ups. Fortunately, she got some new tricks (as her Neck Break mixup attack) that makes things a little better and her throws have great priority. Allied to her speed (only Vega is faster) these features must be used wisely and timed right, if Chun Li wants to win the tournament and get her vengeance.

Introduction

Chun Li is an Interpol agent on a quest for vengeance against the man who murdered her father: M. Bison. For this mission, she entered the World Warrior tournament once she learned that Bison is behind its organization, through his Shadaloo crime sindicate. Chun Li saw the opportunity to not only have her revenge but also to dismantle the evil organization and save the world from their evil intentions.

Compared against her WW counterpart, Chun Li was heavily toned down in CE. She does less damage than the other chars and even than her old self and have less priority in some of her attacks. This and the fact that she has no Fireball move nor an efficient anti air attack makes her a low tier for most of the match ups. Fortunately, she got some new tricks (as her Neck Break mixup attack) that makes things a little better and her throws have great priority. Allied to her speed (only Vega is faster) these features must be used wisely and timed right, if Chun Li wants to win the tournament and get her vengeance.

Color Options

Start

Default

Moves List

Normal Moves

Heel Stomp: d + Medium Kick in air

Throw: close, b or f + Medium or Hard Punch

Air Throw: close, b or f + Medium or Hard Punch in air

Chest Flip Kick: f + Medium Kick

Flipping Neck Breaker: f + Hard Kick

Special Moves

Lightning Kick: Kick button rapidly

Spinning Bird Kick: d~u + Kick

The Basics

Anti Air: standing Medium or Hard Kick

High Pokes: standing Hard Punch

Low Pokes: crounching Medium Kick

Combos

j.HK,s.MP,s.HP or cr.HK

j.MK,MK Lightning Kicks

Hitboxes

Standing Normals

Standing LP:

Damage

4

Stun

1~7

Stun Timer

40

Chain Cancel

No

Special Cancel

Yes

Frame Advantage

+7

Frame Count

2

2

4

3

1

Simplified

1+4

4

4

Standing MP:

Damage

12

Stun

5~11

Stun Timer

60

Chain Cancel

No

Special Cancel

No

Frame Advantage

+11

Frame Count

2

2

4

3

1

Simplified

1+4

4

4

Standing HP:

Damage

16

Stun

11~17

Stun Timer

80

Chain Cancel

No

Special Cancel

No

Frame Advantage

-1

Frame Count

2

3

6

10

7

1

Simplified

1+5

6

18

Standing LK:

Damage

8

Stun

1~7

Stun Timer

40

Chain Cancel

No

Special Cancel

Yes

Frame Advantage

+5

Frame Count

3

3

5

4

1

Simplified

1+6

5

5

Standing MK:

Damage

12

Stun

5~11

Stun Timer

60

Chain Cancel

No

Special Cancel

No

Frame Advantage

+7

Frame Count

3

3

5

4

4

Simplified

1+6

5

8

Standing HK:

Damage

16

Stun

11~17

Stun Timer

80

Chain Cancel

No

Special Cancel

No

Frame Advantage

+3

Frame Count

3

3

4

8

7

7

Simplified

1+10

8

14

Close Standing Normals

Close Standing LP:

Damage

8

Stun

1~7

Stun Timer

40

Chain Cancel

Yes

Special Cancel

Yes

Frame Advantage

+7

Frame Count

3

2

3

4

3

Simplified

1+2

3

7

Close Standing MP:

Damage

12

Stun

5~11

Stun Timer

60

Chain Cancel

No

Special Cancel

No

Frame Advantage

+13

Frame Count

2

2

4

3

1

Simplified

1+4

4

4

Close Standing HP:

Damage

16

Stun

11~17

Stun Timer

80

Chain Cancel

No

Special Cancel

Yes

Frame Advantage

-8

Frame Count

3

20

11

Close Standing LK:

Damage

8

Stun

1~7

Stun Timer

40

Chain Cancel

No

Special Cancel

No

Frame Advantage

+5

Frame Count

3

3

5

4

1

Simplified

1+6

4

5

Close Standing MK:

Damage

12

Stun

5~11

Stun Timer

60

Chain Cancel

No

Special Cancel

No

Frame Advantage

+6

Frame Count

3

3

3

6

3

4

1

Simplified

1+6

9

8

Close Standing HK:

Damage

16

Stun

11~17

Stun Timer

80

Chain Cancel

No

Special Cancel

No

Frame Advantage

-2

Frame Count

3

3

6

8

11

Simplified

1+6

6

19

Crouching Normals

Crouching LP:

Damage

6

Stun

1~7

Stun Timer

40

Chain Cancel

No

Special Cancel

No

Frame Advantage

+6

Frame Count

2

2

4

4

1

Simplified

1+4

4

5

Crouching MP:

Damage

10

Stun

5~11

Stun Timer

60

Chain Cancel

No

Special Cancel

No

Frame Advantage

+11

Frame Count

2

2

4

4

1

Simplified

1+4

4

5

Crouching HP:

Damage

16

Stun

11~17

Stun Timer

80

Chain Cancel

No

Special Cancel

No

Frame Advantage

-2/-1

Frame Count

3

3

6

8

11

Simplified

1+6

6

19

Crouching LK:

Damage

8

Stun

1~7

Stun Timer

40

Chain Cancel

No

Special Cancel

No

Frame Advantage

+7

Frame Count

3

3

4

4

1

Simplified

6

4

5

Crouching MK:

Damage

10

Stun

5~11

Stun Timer

60

Chain Cancel

No

Special Cancel

Yes

Frame Advantage

+12

Frame Count

1+4

5

4

Crouching HK:

Damage

14

Stun

5~11

Stun Timer

130

Chain Cancel

No

Special Cancel

No

Frame Advantage

-2

Frame Count

3

3

6

8

11

Simplified

1+6

6

19

Aerial Normals

Neutral Jumping LP:

Damage

10

Stun

1~7

Stun Timer

40

Frame Count

3

3

2

∞

Simplified

8

∞

Diagonal Jumping LP:

Damage

10

Stun

1~7

Stun Timer

40

Frame Count

3

3

∞

Simplified

6

∞

Neutral Jumping MP:

Damage

14

Stun

5~11

Stun Timer

50

Frame Count

3

3

2

16

2

3

4

∞

Simplified

8

16

∞

Diagonal Jumping MP:

Damage

14

Stun

5~11

Stun Timer

50

Frame Count

3

3

8

3

4

∞

Simplified

6

8

∞

Neutral Jumping HP:

Damage

16

Stun

11~17

Stun Timer

60

Frame Count

3

3

2

8

2

3

4

∞

Simplified

8

8

∞

Diagonal Jumping HP:

Damage

16

Stun

11~17

Stun Timer

60

Frame Count

3

3

8

3

4

∞

Simplified

6

8

∞

Neutral Jumping LK:

Damage

10

Stun

1~7

Stun Timer

40

Frame Count

3

3

∞

5

6

∞

Diagonal Jumping LK:

Damage

10

Stun

1~7

Stun Timer

40

Frame Count

3

3

∞

5

6

∞

Neutral Jumping MK:

Damage

12

Stun

5~11

Stun Timer

50

Frame Count

3

3

16

3

∞

Simplified

6

16

∞

Diagonal Jumping MK:

Damage

12

Stun

5~11

Stun Timer

50

Frame Count

3

3

16

3

∞

Simplified

6

16

∞

Neutral Jumping HK:

Damage

16

Stun

11~17

Stun Timer

60

Frame Count

1

2

5

4

4

4

6

∞

Simplified

3

13

∞

Diagonal Jumping HK:

Damage

16

Stun

11~17

Stun Timer

60

Frame Count

3

3

6

4

6

6

∞

Simplified

6

6

4

6

∞

Unique Moves

Flip Kick: (On ground and close, ←/→ + MK)

Damage

14

Stun

5~11

Stun Timer

40

Chain Cancel

No

Special Cancel

No

Frame Advantage

?

Frame Count

2

2

5

4

4

4

6

29

Simplified

1+4

13

39

Neck Breaker: (Close, ←/→ + HK)

Damage

14

Stun

5~11

Stun Timer

40

Chain Cancel

No

Special Cancel

No

Frame Advantage

?

Frame Count

4

4

5

6

7

8

2

14

Simplified

1+36

14

Head Stomp: (On air, ↙/↓/↘ + MK)

Damage

?

Stun

5~11

Stun Timer

40

Chain Cancel

No

Special Cancel

?

Frame Advantage

?

Frame Count

1

2

16

8

4

5

∞

Simplified

3

16

∞

Throws

Koshuu Tou: (←/→ + MP or HP)

Damage

20+(4*n)

Duration

130

Stun

5~11

Stun Timer

100

Range (from axis)

48

Range advantage

23

Ryuusei Raku: (On Air ←/→ + MP or HP)

Damage

20+(4*n)

Duration

130

Stun

7~13

Stun Timer

100

Range (from axis)

58

Range advantage

33

Special Moves

Hyakurretsu Kyaku: press any single Kick repeatedly

Startup:

Short

1

3

Foward

3

4

Roundhouse

4

6

Cycle:

Damage

22/24/26

Stun

13~19

Stun Timer

120

Frame Advantage

-7/-5/-6

Short

4

4

4

4

4

4

4

4

Foward

2

2

2

2

2

2

2

2

Roundhouse

1

1

1

1

1

1

1

1

Recovery:

Short

2

2

Foward

4

4

Roundhouse

6

6

+9 on block if is blocked 3 times (point blank). +4 for 2 blocks.

Spinning Bird Kick: charge ↓, ↑ + Kick (charge 60f)

Startup:

Damage

24

Stun

13~19

Stun Timer

120

Frame Advantage

-6/-9/-11

Frame Count

1

4

3

2

3

4

6

Active:

LK version :

4

3

2

1

1

1

1

1

2

1

2

2

3

4

4

2

MK version :

4

4

3

3

2

2

1

1

1

1

1

1

1

1

1

1

2

1

1

2

2

3

3

4

2

HK version :

5

4

4

3

3

2

2

2

1

1

1

1

1

1

1

1

1

1

1

1

1

1

1

1

1

1

1

1

1

2

1

1

2

2

3

3

3

3

Recovery:

Short:

2

3

2

2

3

3

1

Foward:

2

3

2

2

3

3

1

Roundhouse:

2

3

2

2

3

3

1

Misc Animations

Walk back

Neutral

Walk Fwd

Crouch

Standing reel:

Standing gut reel:

Crouching reel:

Dizzy:

Advanced Strategy

Chun Li's gameplan is about ground poking and air pressure game due that she had to an air throw along with Guile and Claw,and standing and crouching normals are fast with a medium useful range and also had nice damage, her throw is great because is fast and makes good damage too.

Her main weakness its still in long range combat, she commonly can answer with Triangle Jumps attacks, and Spinning Bird Kicks are faster than World Warrior and had invincible frames now and are useful when its far and projectiles are used against her,but at medium range use your crouching Forward,its your main poke because of her fast startup and can defeat startup of projectiles easily and a bit safe if fireball released,her Hyakuretsu Kyaku is buffered and easier to use and can be connected with a jumping attack.

Close combat is the most effective for her because she not only can keep away opponent with her "now easier to use" Multiple Kicks,now she had a Overhead Crossup command move trap for projectile startups and another one that can be used to evade Zangief SPD, and also air-to-air is great due to her main overhead command move and air throw.

Match-Ups

Vs. Ryu

The best way to fight this opponent is a very consistent ground game. Use
lots of ducking forward sweeps for they are very fast and hard to react to, not
to mention they will knock Ryu out of a spiritball if it hasn't yet left his
hands. Another good technique is to jump over his spiritball and combo him, but
beware due to how high Chun jumps she is easy to uppercut if she jumps to late
so time your jump just as Ryu starts to make the spiritball motion not after
the projectile is visible or you'll be the one getting hit. Another good
attack is to jump in and jab kick then start the lighting kick. This will take
off some energy even if blocked. Another good way to counter his spiritballs
is the roundhouse sweep. Time your attack just as he starts the motion. You will
both get hit but he will be knocked down and probably lose more. Finally if you
jump in just as Ryu starts to stand up you can knock him out of his dragonpunch.
Use a Fierce Punch and time your jump so your fist hits his head just as
he starts to stand, then finish combo #1 leaving out the Jumping Fierce for it
was just used. (If your opponent is going for an uppercut you'll hit him).

Air Slam can be used in two very effective ways.

1- When your opponent jumps in from a distance wait for them to start to decline then jump toward them and use the strong button right
after you have left the ground.

2- If your opponent jumps over you at close range wait until they are right above you the jump straight up and come right
up into them, use the strong button for an easy air slam. (to get the timing for these techniques takes some time but is well worth it.

Vs. Ken

Fighting him is similar to Ryu,his main differences is that his Hadoken is worst along his Shoryuken that is more dangerous than Ryu's one.

Try to poke him with crouching Foward and Roundhouse and beign more careful about jumping and stomping,Air Throw can punish him strong after you crouch an evaded Shoryuken at recovery

Vs. E.Honda

Your forward foot sweep is your main poke against Honda.

Being an air attacking character Honda's invincible headbutt can create
problems. There is however a simple way around it. Jump in so that you fall
through the back of him. As you fall through execute your jumping combo, this will knock
him out of his super air defense for you are attacking from behind. Also any
time he uses a fierce flying headbutt simply jump straight up and then throw
him.

Vs. Chun Li

The key to fighting Chun is to neutralize your opponents ability to
throw. This can be done by walking under them when they jump over you and
simple hit the fierce button, the computer will turn you around automatically.
Another good way to out throw her is to walk under and throw in the same
direction you are already walking in, this saves you the time of trying to
switch directions and throw. Finally if your opponent uses a lot of Chun's new
neck kick, wait until she starts to flip over you then jump straight up and air
slam her. (vega can also do this)

Vs. Blanka

Use lots of jab punches to keep his ball at bay. When attacking time
your jumps so your foot (jab is best) barely hits him or he will fierce punch
you out of the air. After your jab kick hits (even if he blocks) use the
lighting kick to take off some energy. Your head stomp attack is best against
Blanka for it will hit him out of anything. When you plan on using this move
don't do it to soon our he can jump up and strike you. Finally when you use
lots of head stomps your opponent may start blocking them. Don't worry you can
still head stomp them out of a block. What you do is jump in and wait, you
will start to fall through them, then right before you hit the ground head
stomp, then hit the button again, and again. if you time it right you will
staircase up your opponents body hitting them three or four times. A good way
counter his jump attacks and get an almost guaranteed throw is to walk under
him and as he goes over but before the computer turns you around use the flip
kick (forward kick button), this will flip you backwards and land you right
behind Blanka, then simply throw. Most players will be surprised by this to
say the least. This can also be done to other characters but it works best on
Blanka.

Vs. Zangief

Try to stay as ground based as possible when fighting Zan. Your forward
and roundhouse sweeps are you best attacks. When jumping in try to hit him in
the middle top of his head otherwise he may airplane punch you out of whatever
you use. A good attack to use is jump in roundhouse him in the head, whether he
blocks or not keep hitting the roundhouse button until the lightning feet
appear, these will take off a good amount of damage. When going for this move Ôof your foot, if you get closer or hit above the belt he will most likely 360
you.

Vs. Guile

Just like Ryu use lots of forward sweeps to keep him on his toes. One
good technique
is when you see a sonic boom start to form roundhouse sweep him,
he will get knocked down while you receive nothing. You can knock him out of his
axe-kick following the same guidelines as knocking Ryu out of his dragonpunch. Or
if you don't have the time you can jump in and if your above him can head stomp
him out of the axe (good in corners). If he uses lots of forward sweeps and axes
you when you jump try going for head stomps. The key to headstomping him out of
the axe is to get within his forward sweep range before jumping. This will get
you above his head and allow you to counter his move. If for some reason his
misses and goes behind you just run in and throw him. Finally a good way to get
out of his sonic boom run in behind it sweep, sweep pattern(or run in throw if
your playing cheepers) is to roundhouse him when he gets in range. You'll both
get hit but he will lose both more damage and his pattern.

Vs. Dhalsim

Constant non stop attack is best against this yoga master. Your jump
in jab kick is one of your best attacks especially when followed by the
lighting kick. Beware if you use it to much he may start sliding on you and
tripping you as you hit the ground. To get out of this you can either wait
until your very close to the ground before you strike or more reliably head
stomp. Also if you are to close for him to have time to throw a fireball
execute a helicopter kick, he will have no choice but to duck.(if you use
short ones you can lightning kick him after you land)

Vs. Boxer

Your roundhouse footsweep will knock him out of almost everything.

Be careful of jumping in to much against a defensive Balrog because he can charging uppercut you almost all the time.

All in all play him as you would Zangief. Also your neck kick is very hard for him to get out of.

Vs. Claw

Fight him much as you would another Chun. Watch out for his fake range
and when you jump in try to land on his forward shoulder(anything further and
you'll be stabbed, anything closer an he may walk under and throw you.) Pay
close attention when he starts a wall attack if he tries to go off the wall
behind you jump up and intercept him with an airslam. Don't use the neck kick
to often for he can air throw you out of it.

Throws- the key to executing Chun's unrivaled ability to throw is timing the
button. Wait until you are just about to land then hit the button and
push the joystick back towards your opponent at the same time, time
your button just as the joystick makes contact with the side of the
joystick hole rarely will you lose.

Vs. Sagat

Like Dhalsim a constant attack is best against Sagat.

Your head stomp will knock him out of anything as will most of you other attacks if you time
them right. An experienced and aggressive Chun Li shouldn't have much trouble with Sagat.

Your crouch Forward and Roundhouse are nice punishers against High shots, and the stomp for the Low ones,jump in attack only when you are in a medium distance and he shots you,Tiger Uppercut is the main risk if not.

Vs. Dictador

Play defensive against him if you can for his air attacks almost
always overpower yours. Not to mention Chun has no real way out of the torpedo
pattern.(She can helicopter kick through a fast on but this doesn't always
work). Use lighting kicks after you attack to take as much extra damage as
possible. And if he torpedoes you into a corner and jumps to avoid being thrown

Scicross Kicks must be block and then punished with fast jab or strong,Air throw is useful against his Stomp,if you jumps try to attack with Roundhouse or Forward and if it blocked do a crouching Roundhouse to keep distance of him,and then block any of his special.

You can only do this if you jump in just as they start to stand up from
being knocked down. You must time your jump so that as you come down
your attack (a fierce punch) strikes them in the top of the head just
as soon as he is graphically half way up. In other words you hit him
in the top of the head just as he starts to STAND back up (make sure
you wait for him to start to stand or your attack may go throw him and
he will throw you). Use the fierce punch to knock him out of the DP and
then follow it with a ducking strong punch, and a ducking forward sweep.
YES this will knock him out of a DP if you get the timing right and he
is going for one..........!